- Biological Processing Units: Leveraging an Insect Connectome to Pioneer Biofidelic Neural Architectures The complete connectome of the Drosophila larva brain offers a unique opportunity to investigate whether biologically evolved circuits can support artificial intelligence. We convert this wiring diagram into a Biological Processing Unit (BPU), a fixed recurrent network derived directly from synaptic connectivity. Despite its modest size 3,000 neurons and 65,000 weights between them), the unmodified BPU achieves 98% accuracy on MNIST and 58% on CIFAR-10, surpassing size-matched MLPs. Scaling the BPU via structured connectome expansions further improves CIFAR-10 performance, while modality-specific ablations reveal the uneven contributions of different sensory subsystems. On the ChessBench dataset, a lightweight GNN-BPU model trained on only 10,000 games achieves 60% move accuracy, nearly 10x better than any size transformer. Moreover, CNN-BPU models with ~2M parameters outperform parameter-matched Transformers, and with a depth-6 minimax search at inference, reach 91.7% accuracy, exceeding even a 9M-parameter Transformer baseline. These results demonstrate the potential of biofidelic neural architectures to support complex cognitive tasks and motivate scaling to larger and more intelligent connectomes in future work. 7 authors 路 Jul 14
12 Pok茅Champ: an Expert-level Minimax Language Agent We introduce Pok\'eChamp, a minimax agent powered by Large Language Models (LLMs) for Pok\'emon battles. Built on a general framework for two-player competitive games, Pok\'eChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate Pok\'eChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76% against the best existing LLM-based bot and 84% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, Pok\'eChamp consistently outperforms the previous best LLM-based bot, Pok\'ellmon powered by GPT-4o, with a 64% win rate. Pok\'eChamp attains a projected Elo of 1300-1500 on the Pok\'emon Showdown online ladder, placing it among the top 30%-10% of human players. In addition, this work compiles the largest real-player Pok\'emon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. We hope this work fosters further research that leverage Pok\'emon battle as benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multiagent problems. Videos, code, and dataset available at https://sites.google.com/view/pokechamp-llm. 3 authors 路 Mar 6 2
- One-Nearest-Neighbor Search is All You Need for Minimax Optimal Regression and Classification Recently, Qiao, Duan, and Cheng~(2019) proposed a distributed nearest-neighbor classification method, in which a massive dataset is split into smaller groups, each processed with a k-nearest-neighbor classifier, and the final class label is predicted by a majority vote among these groupwise class labels. This paper shows that the distributed algorithm with k=1 over a sufficiently large number of groups attains a minimax optimal error rate up to a multiplicative logarithmic factor under some regularity conditions, for both regression and classification problems. Roughly speaking, distributed 1-nearest-neighbor rules with M groups has a performance comparable to standard Theta(M)-nearest-neighbor rules. In the analysis, alternative rules with a refined aggregation method are proposed and shown to attain exact minimax optimal rates. 2 authors 路 Feb 4, 2022
- Which Invariance Should We Transfer? A Causal Minimax Learning Approach A major barrier to deploying current machine learning models lies in their non-reliability to dataset shifts. To resolve this problem, most existing studies attempted to transfer stable information to unseen environments. Particularly, independent causal mechanisms-based methods proposed to remove mutable causal mechanisms via the do-operator. Compared to previous methods, the obtained stable predictors are more effective in identifying stable information. However, a key question remains: which subset of this whole stable information should the model transfer, in order to achieve optimal generalization ability? To answer this question, we present a comprehensive minimax analysis from a causal perspective. Specifically, we first provide a graphical condition for the whole stable set to be optimal. When this condition fails, we surprisingly find with an example that this whole stable set, although can fully exploit stable information, is not the optimal one to transfer. To identify the optimal subset under this case, we propose to estimate the worst-case risk with a novel optimization scheme over the intervention functions on mutable causal mechanisms. We then propose an efficient algorithm to search for the subset with minimal worst-case risk, based on a newly defined equivalence relation between stable subsets. Compared to the exponential cost of exhaustively searching over all subsets, our searching strategy enjoys a polynomial complexity. The effectiveness and efficiency of our methods are demonstrated on synthetic data and the diagnosis of Alzheimer's disease. 5 authors 路 Jul 5, 2021
- AlphaViT: A Flexible Game-Playing AI for Multiple Games and Variable Board Sizes This paper presents novel game-playing AI agents based on the AlphaZero framework, enhanced with Vision Transformer (ViT): AlphaViT, AlphaViD, and AlphaVDA. These agents are designed to play multiple board games of various sizes using a single network with shared weights, thereby overcoming AlphaZero's limitation of fixed-board-size constraints. AlphaViT employs only a transformer encoder, whereas AlphaViD and AlphaVDA incorporate both transformer encoders and decoders. In AlphaViD, the decoder processes outputs from the encoder, whereas AlphaVDA uses a learnable embeddings as the decoder input. The additional decoder layers in AlphaViD and AlphaVDA provide flexibility to adapt to various action spaces and board sizes. Experimental results show that the proposed agents, trained on either individual games or multiple games simultaneously, consistently outperform traditional algorithms such as Minimax and Monte Carlo Tree Search and approach the performance of AlphaZero, despite using a single deep neural network (DNN) with shared weights. In particular, AlphaViT shows strong performance across all tested games. Furthermore, fine-tuning the DNN using pre-trained weights from small-board games accelerates convergence and improves performance, particularly in Gomoku. Interestingly, simultaneous training on multiple games yields performance comparable to, or even surpassing, single-game training. These results indicate the potential of transformer-based architectures to develop more flexible and robust game-playing AI agents that excel in multiple games and dynamic environments. 1 authors 路 Aug 25, 2024
1 LLMatic: Neural Architecture Search via Large Language Models and Quality Diversity Optimization Large Language Models (LLMs) have emerged as powerful tools capable of accomplishing a broad spectrum of tasks. Their abilities span numerous areas, and one area where they have made a significant impact is in the domain of code generation. In this context, we view LLMs as mutation and crossover tools. Meanwhile, Quality-Diversity (QD) algorithms are known to discover diverse and robust solutions. By merging the code-generating abilities of LLMs with the diversity and robustness of QD solutions, we introduce LLMatic, a Neural Architecture Search (NAS) algorithm. While LLMs struggle to conduct NAS directly through prompts, LLMatic uses a procedural approach, leveraging QD for prompts and network architecture to create diverse and highly performant networks. We test LLMatic on the CIFAR-10 image classification benchmark, demonstrating that it can produce competitive networks with just 2,000 searches, even without prior knowledge of the benchmark domain or exposure to any previous top-performing models for the benchmark. 5 authors 路 Jun 1, 2023
- AMPO: Automatic Multi-Branched Prompt Optimization Prompt engineering is very important to enhance the performance of large language models (LLMs). When dealing with complex issues, prompt engineers tend to distill multiple patterns from examples and inject relevant solutions to optimize the prompts, achieving satisfying results. However, existing automatic prompt optimization techniques are only limited to producing single flow instructions, struggling with handling diverse patterns. In this paper, we present AMPO, an automatic prompt optimization method that can iteratively develop a multi-branched prompt using failure cases as feedback. Our goal is to explore a novel way of structuring prompts with multi-branches to better handle multiple patterns in complex tasks, for which we introduce three modules: Pattern Recognition, Branch Adjustment, and Branch Pruning. In experiments across five tasks, AMPO consistently achieves the best results. Additionally, our approach demonstrates significant optimization efficiency due to our adoption of a minimal search strategy. 13 authors 路 Oct 11, 2024